

import os
import bpy
import engine.objects.shader.shaderFile as 着色文件

类型枚举_着色程序类型 = [
	("TYPE_NONE", "无", "MATCAP_19", 0),
	("标识_域", "域", "MATCAP_19", 1),
	("标识_发射", "发射", "MATCAP_19", 2),
	("标识_流体", "流体", "MATCAP_19", 3),
]


fileLoad = 着色文件.C_GLSL着色器()


def f_加载目录下所有着色文件(path):
	链接链表 = os.listdir(path)
	for 文件名 in 链接链表:
		if os.path.isdir(文件名) :
			f_加载目录下所有着色文件(文件名)
		else:
			pass


def f_加载指定类型着色器文件(name):
	if name == '标识_单色材质':
		fileLoad.f_加载着色文件('D:/U/Project/x64/Release/parallel/shader/ve基础颜色.glsl', 'DEF_VertColor')
	elif name = '标识_单纹理材质':
		fileLoad.f_加载着色文件('D:/U/Project/x64/Release/parallel/shader/ve基础颜色.glsl')



def register():
	bpy.types.Scene.m_着色程序类型 = bpy.props.EnumProperty(
					items=类型枚举_着色程序类型,
					name="着色程序",
					description="着色程序",
					update=lambda self, context: self._update_current_preset(context),
					)
	


	
	

def unregister():
	pass
	




